Nai Tnam (The Unnamed)    (Dwarf Male Cleric)
Character Information   
Name: Nai Tnam (The Unnamed) XP/Next lvl: 20000 / 27000
Class: Cleric HP:curr/max 36 / 36
Alignment: Neutral AC:reg/rear/no shield -1 / 3 / 1
Race: Dwarf Level: 5
Age: 282 Height: 4'4'
Weight: 155 lb Gender: Male
Encumbrance: Movement: 90'
Languages: Dwarven, Gnomish, Goblin, Kobold, Orcish, Common, Neutral
Ability Scores   
STR: 10 (Minor Tests d6 (1-2), Major Tests d (2))
INT: 6 ()
WIS: 16 (+2 mental saving throw bonus, Bonus spells (2 1st, 2 2nd))
DEX: 16 (+1 Surprise, +1 Missile to hit, -2 AC)
CON: 16 (+2 HP per HD, Raise Dead d (96), System Shock d (95))
CHR: 11 (Maximum Henchmen: 4, Loyalty and Reaction bonus: 0)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
9 12 13 15 14

Notes: +4 CON racial bonus for Rods/Staff/Wand, Spells, Poison. +2 WIS bonus for mental saves, +2 for all saving throws (Cloak of Resistance)

Description and Background   
Description:
He is of average height and weight, and has a healthy, ruddy complexion as if he had spent most of his time in front of a forge. His large eyes are a piercing blue. Most notable about his appearance is his nearly complete lack of hair. He is entirely bald, although it is unclear whether this is from daily shaving, hereditary factors, or some other factor. He has a scrubby patch of beard growing from his chin, as if he had only recently started growing it out. His lack of hair (and thus any sort of braiding or beadwork) causes him to be shunned in normal Dwarven company. He gives no indication whether this bothers him or not, simply accepting his treatment as if deserved.

Background:
Not much is known of him. He appeared one morning down by the forges in the lower Eastern halls, naked and bald as if newly born. For months he was incoherent and uncomprehending, it remains unclear if his continued presence was tolerated out of charity or curiosity. Over time he began to speak to others, first simple grunts and nods and later single words and simple sentences. This increase in communication yielded no answers for his benefactors, the blacksmiths who had taken him in when he was first discovered. He didn't know his name, his lineage, his history. He was literally without anything connecting him to proper Dwarven life. He accepted his new role with humility, doing chores and odd jobs. Taking on tasks most respectable people wouldn't dream of doing themselves. He was both hated, feared, and admired in equal measure largely because of the enigma he represented. Most recently though he has been cast out again, this time because he has begun displaying an affinity for magic that many around him find dangerous and upsetting. How could such a wretch be given the powers he has? What is it about him that gives him access to the divine? If asked, he would say that he must have been a priest of some kind before angering his God, resulting in a cataclysmic sundering from his faith that left him literally a blank slate. Although he has clawed his way back to some kind of life, he doesn't know which deity he offended, nor which has taken pity on him in this strange afterlife. He would say that when he closes his eyes, he feels his benefactor all around, and it is via this connection that he serves. Perhaps one day he will find some answers. Perhaps it is better if he doesn't. In recent weeks he has been plagued by disturbing dreams hinting of a terrible foe to be confronted and telling him to seek audience with the Thane if he wished to know more.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Heavy War Hammer (+1) 1 1d6+1/1d6 n n 18 Masterwork weapon, +1 to hit
Light hammer (thrown) 1 10' 1d4+1/1d4 n n 18 2 +1 to hit, DEX bonus
Military oil 1 ? ?/ n n 18 2
Equipment
Qty Item Location
1 Dwarven plate mail (+1) Worn
1 Heavy war hammer (+1 to hit) In hand
2 Flasks, combat oil Backpack
2 Light throwing hammers Belt
1 Small shield +1 Worn
1 Backpack Worn
1 Bedroll Backpack
1 Tunic, woollen Worn
2 Boots, heavy Worn
1 Belt Worn
3 Candles, beeswax Backpack
2 Chalk Beltpouch
1 Beltpouch, small Worn
1 Flint & Steel Beltpouch
1 Holy symbol, wooden Backpack
1 Needle & Thread Beltpouch
7 Trail rations Backpack
1 Rope, hemp 50' Backpack
2 Sacks, large Backpack
2 Vials of holy water Backpack
1 Waterskin Belt


Wealth   Enter negative number to subtract
PP GP EP SP CP
Magic Items
Qty Item Location
1 Cloak of Resistance (+2 to all saves)


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Command
Cure Light Wounds
Cure Light Wounds
Detect Magic
Sanctuary

Level 2
Chant
Hold Person
Hold Person
Silence 15' Radius
Speak with Animals

Level 3
Prayer


Spell Book


Level 1
Bless
Command
Create Water
Cure Light Wounds
Detect Evil
Detect Magic
Light
Protection from Evil
Purify Food and Drink
Remove Fear
Resist Cold
Sanctuary

Level 2
Augury
Chant
Detect Charm
Find Traps
Hold Person
Know Alignment
Resist Fire
Silence 15' Radius
Slow Poison
Snake Charm
Speak with Animals
Spiritual Weapon

Level 3
Animate Dead
Continual Light
Create Food and Water
Cure Blindness
Cure Disease
Dispel Magic
Feign Death
Glyph of Warding
Locate Object
Prayer
Remove Curse
Speak with Dead


Notes
Racial Abilities
• +1 constitution, -1 charisma (with respect to all but dwarfs)
• +1 to hit against goblins, half-orcs, hobgoblins, and orcs
• +1 bonus per 3.5 points of Con to saves against magic and poison
• -4 penalty to any attacks made against the dwarf by giants, ogres, ogre mages, titans and trolls.

Infravision: 60ft

Within ten ft, a dwarf can detect certain facts concerning engineering, stonework, etc. Although no significant time is required, the character must deliberately observe his or her surroundings (i.e., the player must state that the dwarf is using this particular talent in order to gain information).
• Detect the existence of slopes or grades: 75
• Detect the existence of new construction: 75
• Detect sliding or shifting rooms or walls: 66
• Detect traps involving stonework: 50
• Determine depth underground: 50